I am trying to generate an island using Simplex Noise. To actually make a island shape i used Amitp's answers to the following questions:
1.Fast, simple procedural 2d island generation
2.Generating ...

I'm looking for a way to convert mouse/screen coordinates to isometric map coordinates, with the addition that the world has slopes and cliffs, and I have to be able to tell which quadrant of the tile ...

I originally built the start of my game world with a fully minecraft style structure: chunks, only visible faces rendered, noise, etc. Too blocky. I implement marching cubes. Looks great, horrible to ...

I'm doing a simple planet rendering project and am running into an issue with accessing cubemap textures correctly.
The planet terrain is generated using the diamond square algorithm done 6 times and ...

I'm trying to generate random terrain for my game (In Unity3D, C#). All I need is water and grass. No height to it (no mountains or hills.) I'd preferably like to do it by placing individual cubes. On ...

When I try to paint textures on my terrain, I'm getting the underlying black/white grid thingy. Moreover, I keep losing the color on my terrain every time I load the level. any ideas what I'm doing ...

I'm trying to paint a grass onto a large terrain and I want it to cover the entire terrain. Since the brush size can't go past 100 it would seem that I'm stuck painting the entire thing with a small ...

I am using OpenGL to render the following scene, using vertex data from one of the map files of a popular MMORPG. The data is chunked and the pictured scene is made up of 256 (16x16) chunks.
However ...

I'm rendering a height map using shader-based OpenGL (3.3 to be precise). The height map data is from a grayscale bitmap (2D array of bytes). The dimension of the bitmap is 256 x 256.
With this data, ...

I want to generate a terrain which looks like hills. Some sort of sine waves. Should be as simple as possible. But I can not figure out how. I get very scary results, which are nothing worth. I need ...

I have been following some guides off this site, more specifically the "Random Tiling Masks: Randomize the texture mapping to reduce tiling" section and I have run into an issue regarding scaling of ...

I'm looking for a way to deform tillable texture in a 2D game I'm building using MonoGame but I'm not sure how this effect is called and searching the internet for "deforming textures" gives me mostly ...

I want to apply a texture to a large terrain mesh in my game. I think that it is just not acceptable to have a gigantic UV map spanning over 4096 x 4096 pixels.
What's a better way to apply a texture ...

I'm building a game engine in OpenTK (OpenGL for C#). Is it ossible to take a terrain mesh (in any format) and convert it into a text file (or a really small character-filled file, no more than a few ...

I have been thinking about quad trees with regards to terrain rendering.
From my understanding the basic functionality of quadtree terrain rendering is to frustum cull the terrain in such a manner:
...

I'm looking to use A* Path-finding as a method of navigating my game terrain. Trouble is, my terrain is built upon play using a script and A* grid does not detect this, therefore marking all nodes as ...

I'm trying to implement a voxel-based terrain generation system in Unity3d (C#). I have successfully implemented a uniform 3d grid system, and have extracted the isosurface out using Marching Cubes ...

I'm currently working on a top down 2d game (in Unity 2d) where I'd like to build a huge terrain for the player to explore.
My question is - do you have any good practices or ideas on how to chunk the ...